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Curses

From punishing afflictions to poetic justice, curses are synonymous with dark fantasy. Curses are powerful spells reserved by dark casters for those they feel have truly wronged them. Curses channel dark emotions and vengeance, and grow in power when cast with spiteful intent. Woe befalls the fool who takes hag pacts lightly.

Curses are dark magic fueled by malice and other hostile emotions. While they are not restricted to characters by alignment, casting a curse is an evil deed. The following classes add all curses to their spell lists:
• Bard
• Cleric
• Druid
• Sorcerer
• Warlock
• Wizard

Components
Casting a curse requires spell components that bear a specific connection to the target of the curse. When casting a curse, the spellcaster must have all required components in their possession, regardless of any spellcasting focus or components pouch they possess.
Shadowsteel
Shadowsteel is a dark combination of metallurgy and insidious sorcery. Due to its ability to hold dark magic, Shadowsteel is a required component for dark mages looking to cast curses. As each curse requires a component made of Shadowsteel, the availability of the resource can be tailored to your campaign, depending on how available your GM wishes curses to be.

Curse Strength Table
Curses are spells of dark emotions and twisted fate, gaining power depending on the circumstances of their use. A curse cast with the dying breath of a betrayed lover will bear considerably more power than a run-of-themill curse. When determining the spell DC of a curse, use the spellcaster’s DC and consult the table below for
modifiers:
Knowledge of
the Target
Save Modifier
Secondhand -10
Firsthand -5
Familiar 0
Target’s
Transgression
Save Modifier (only the highest applies)
Broke a deal +2
Sworn enemy +7
Egregious betrayal +10
Desecrated your home +8
Spiteful envy +5
These are examples of modifiers for curses, based on the relationship between the caster and the target. A GM can modify or expand these to suit the needs of their game.

Triggering Event
Curses often have no immediate effect upon casting. Curses lie dormant within a target until they complete a task or action that satisfies their triggering event. For example, a target cursed with the curse of ravenous hunger will suffer no effects until they consume their next meal.
Upon completing the Triggering Event, the target will automatically start the effects of the curse at stage 1.

Stage Progression
While curses are dangerous magic, they take time to reach full power. Curses develop in 3 stages. As a curse progresses through the stages, it becomes more harmful to the afflicted. Whenever a cursed creature fails an escalation check, they advance to the next stage of the curse. The effects of a new stage are in addition to those of previous stages.
If an effect contradicts another, use the effect from the greater stage.

Escalation
Escalation represents the curse gaining power as time goes on. At dawn once a day, a cursed creature must make an escalation check to see if their curse escalates. To pass, a creature needs to roll an unmodified d20, and obtain a score greater than the number of checks they have made on this stage. On a failed save, the cursed creature applies the effects of the next stage of the curse, in addition to any previous stages.
For example, a creature who has just been cursed makes an escalation check the following dawn. They must roll greater than a 1. The next day the DC will increase to 2, and so on. If, on the 5th dawn, they roll a 5 or less, the curse escalates to the second stage. They apply any new effects and reset the DC to 1.

Culmination
All curses have a culmination. This is the final intent of the curse, and often involves transforming the victim into a twisted creature, barely resembling who they once were. Culminations are truly evil effects and are almost always permanent. When a creature fails an escalation check at stage 3 of a curse, they apply the effects of the curse’s culmination. They continue to apply the effects of the previous stages, but cease making escalation checks. Once a curse’s culmination has been reached, it can only be cured with the use of a wish spell.

Curing
Once they have begun, curses are notoriously difficult to cure. Many adventurers have fallen to a curse before they were able to gather the components to cure it. As a result, it is not unheard of for travelling mystics to carry multiple curing ingredients with them, to sell for exorbitant prices. To cure a curse, a cursed creature must be
targeted with the remove curse spell. In addition, a number of cure components are required equal to the number of stages their curse has escalated to. For example, a curse that has escalated to stage 3 requires 3 cure components as well as a remove curse spell.
The following items outline a number of cure components that can be found within the world. A GM can include additional components based on their setting, campaign story or game mechanic they wish to include.

Hag’s promise. A potion brewed by hags, purposely named confusingly.
A strand of hair from the lost but not found. From a pillow or other possession of a lost person.
A twice-murdered raven. A raven that has been killed, resurrected, then killed again.
The highest pinecone of a forest. Found with a lot of climbing.
A clock which runs backwards. Casting slow and haste on a timepiece will cause it to tick backwards.
A black pearl, harvested but a week ago. Found with a lot of swimming.
A book that has never been read. From a publisher or printing press.
A rose that grows in darkness but not sunlight. A rare flower known as a Black Rose.
A life willingly given. Someone willing to sacrifice themself to cure the cursed.
Wish. A wish granted by a spell or entity

Curse descriptions

Curse of Conceited Obsession

6th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a thread from the bed of
your target, a handful of teeth, and a Shadowsteel
gilded mirror worth at least 1,000 gp, all of which
the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with an obsessive selfinfatuation. The target must make a Charisma
saving throw against the spell’s DC, which
is modified by the Curse Strength Table. On
a successful save, the target becomes aware
that somebody attempted to curse them. On a
failed save, the target becomes cursed and is
unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. The next time the cursed
creature looks into a mirror or reflective surface,
it spontaneously cracks.
Stage 1. The cursed creature is compelled to stop
and admire themselves whenever they see their
own reflection.
Stage 2. The cursed creature becomes obsessed
with looking for and finding its own reflection
wherever it goes. Additionally, the cursed creature
has disadvantage on attack rolls.
Stage 3. The cursed creature is driven to find or,
if necessary, build a location where it can see its
own reflection from many angles. The cursed
creature is compelled to remain in this location
and admire itself. Additionally, attack rolls
against the creature gain advantage.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Weeping Willow. If the
creature is a player character, they become an
NPC under the GM’s control.

Curse of Damned Aging

4th-level Necromancy (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a childhood possession
of the target, a pint of blood, and a Shadowsteel
stopwatch worth at least 1,000 gp, all of which
the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with withering and horrific
aging. The target must make a Strength saving
throw against the spell’s DC, which is modified
by the Curse Strength Table. On a successful
save, the target becomes aware that somebody
attempted to curse them. On a failed save, the
target becomes cursed and is unaware of this.
Upon the completion of this curse’s triggering
event, the target automatically advances to stage 1
of this curse.
Triggering event. The next time the target
changes clothing, they find multiple wrinkles,
grey hairs and liver spots they did not
previously have.
Stage 1. The cursed creature is compelled to
rest when the occasion permits it, becoming
lethargic and lazy.
Stage 2. The cursed creature becomes feeble as
their muscle mass begins to deteriorate. The
cursed creature has disadvantage on Strength
saving throws.
Stage 3. The cursed creature starts to age rapidly,
becoming decrepit. The cursed creature’s Strength
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Body Snatcher. If the
creature is a player character, they become an
NPC under the GM’s control.

Curse of Foul Blight

4th-level Necromancy (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a shred of the target’s
clothing, a chunk of rotten flesh, and a
Shadowsteel jewellery box worth at least 1,000 gp,
all of which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with a putrefying and stinking
pox. The target must make a Charisma saving
throw against the spell’s DC, which is modified
by the Curse Strength Table. On a successful
save, the target becomes aware that somebody
attempted to curse them. On a failed save, the
target becomes cursed and is unaware of this.
Upon the completion of this curse’s triggering
event, the target automatically advances to stage 1
of this curse.
Triggering event. The target searches their
backpack, clothes drawer, or wherever else they
store their garments, they find an infestation
of insects.
Stage 1. The cursed creature is afflicted with a
minor cough. Whenever they speak more than
a few words at a time, they break into a fit
of coughing.
Stage 2. The smell of putrescence lingers in the
air around the cursed creature. Food and drink
quickly spoil, jewellery tarnishes, and wood rots
within 10 feet of the cursed creature. Additionally,
the cursed creature has disadvantage on Charisma
saving throws.
Stage 3. The cursed creature’s skin becomes
riddled with pock marks, pustules, and lesions.
Insects flock to the cursed creature, infesting
their clothes. The cursed creature’s Charisma
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Plague Carrion. If the
creature is a player character, they become an
NPC under the GM’s control.

Curse of Ill-Fated Fortune

5th-level Divination (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a shred of the target’s
clothing, a splinter of bone, and a collection of
Shadowsteel dice worth at least 1,000 gp, all of
which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with lethal bad luck. The target
must make a Dexterity saving throw against
the spell’s DC, which is modified by the Curse
Strength Table. On a successful save, the target
becomes aware that somebody attempted to curse
them. On a failed save, the target becomes cursed
and is unaware of this. Upon the completion
of this curse’s triggering event, the target
automatically advances to stage 1 of this curse.
Triggering event. The next time the target walks
through a doorway or up a flight of stairs, the
target stubs their toe, bruising it badly.
Stage 1. The cursed creature falls victim to minor
inconveniences and bad luck. Shops they wish to
visit close just as they arrive, equipment breaks
at inconvenient moments, and other unfortunate
events befall them.
Stage 2. The cursed creature becomes a beacon
of bad luck as otherwise harmless setbacks
become increasingly dangerous. For example,
objects constantly seem to be placed in their way.
Additionally, the cursed creature has disadvantage
on Dexterity saving throws.
Stage 3. The cursed creature becomes dangerously
accident-prone, as even the simplest tasks have
unforeseen life-threatening consequences. The
cursed creature’s Dexterity score becomes 6,
unless it was lower already.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Herald of Calamity. If the
creature is a player character, they become an
NPC under the GM’s control.

Curse of Insatiable Greed

5th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a coin that the target has
previously possessed, the tail of a rat, and a
Shadowsteel crown of thorns worth at least 1,000
gp, all of which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with a bitter and self-destructive
greed. The target must make a Wisdom saving
throw against the spell’s DC, which is modified
by the Curse Strength Table. On a successful
save, the target becomes aware that somebody
attempted to curse them. On a failed save, the
target becomes cursed and is unaware of this.
Upon the completion of this curse’s triggering
event, the target automatically advances to stage 1
of this curse.
Triggering event. The next time the target
completes a long rest, they notice they have lost a
valued item.
Stage 1. The cursed creature becomes compelled to
steal trinkets they do not own.
Stage 2. The cursed creature finds a secret place
to start stashing their hoard, and becomes
anxious about leaving the location of their hoard
for extended periods of time. Additionally, the
cursed creature has disadvantage on Wisdom
saving throws.
Stage 3. The cursed creature is driven to
transform their hoard into a labyrinth of
possessions and treasure they have stolen. The
cursed creature cannot leave this labyrinth.
Additionally, the cursed creature’s Wisdom score
becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Verminous Abomination. If
the creature is a player character, they become an
NPC under the GM’s control.

Curse of Lost Sentiment

4th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a lock of hair from
someone the target loves, an animal’s heart, and
a Shadowsteel idol worth at least 1,000 gp, all of
which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with the loss of memories
and horrific madness. The target must make
an Intelligence saving throw against the spell’s
DC, which is modified by the Curse Strength
Table. On a successful save, the target becomes
aware that somebody attempted to curse them.
On a failed save, the target becomes cursed and
is unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. The next time the target sleeps,
they suffer nightmares of a person they treasure
abandoning them.
Stage 1. The cursed creature begins forgetting
events that have occurred within the past few
days, as well as the names of acquaintances.
Stage 2. The cursed creature forgets all but their
closest companions. The curse begins creating
twisting the creatures mind, creating delusions of
hidden threats and scheming rivals. Additionally,
the cursed creature has disadvantage on
Intelligence saving throws.
Stage 3. The cursed creature completely forgets
their closest companions, who they are, and any
goals they once possessed (including curing the
curse). The curse twists their mind into madness
and fabricates delusions of a great conspiracy
only the cursed creature can prevent. The cursed
creature is compelled to take any action they
believe necessary to uncover this conspiracy.
Additionally, the cursed creature’s Intelligence
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Dream Whisperer. If the
creature is a player character, they become an
NPC under the GM’s control.

Curse of Ravenous Hunger

5th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a morsel of food that
belonged to the target, a sun-dried slug, and a
Shadowsteel dining plate worth at least 1,000 gp,
all of which the spell consumes)
Duration: Until cured
This spell curses a creature on the same plane
of existence as you with painful and unending
starvation. The target must make a Constitution
saving throw against the spell’s DC, which
is modified by the Curse Strength Table. On
a successful save, the target becomes aware
that somebody attempted to curse them. On a
failed save, the target becomes cursed and is
unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. While eating their next meal,
the target bites their tongue and their mouth fills
with blood.
Stage 1. The cursed creature is gripped with an
insatiable appetite.
Stage 2. The cursed creature becomes compelled
to eat inappropriate items such as coins, flowers,
glass, dirt. Additionally, the cursed creature has
disadvantage on Constitution saving throws.
Stage 3. The cursed creature becomes ravenous
and is compelled to consume the flesh of
humanoids. No other food will satiate its
starvation. The cursed creature’s Constitution
score becomes 6, unless it was already lower.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes a Bloated Gastromorph. If
the creature is a player character, they become an
NPC under the GM’s control.

Curse of Uncontrollable Wrath

6th-level Enchantment (curse)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a weapon that belonged
to the target, a severed hand, and a Shadowsteel
knife worth at least 1,000 gp, all of which the
spell consumes)
Duration: Until cured
This spell curses a creature on the same plane of
existence as you with an uncontrollable temper
and lust for violence. The target must make a
Wisdom saving throw against the spell’s DC,
which is modified by the Curse Strength Table.
On a successful save, the target becomes aware
that somebody attempted to curse them. On a
failed save, the target becomes cursed and is
unaware of this. Upon the completion of this
curse’s triggering event, the target automatically
advances to stage 1 of this curse.
Triggering event. The next time the cursed
creature wields a weapon or spellcasting focus, an
old wound of theirs reopens.
Stage 1. The cursed creature becomes easily
agitated and aggressive.
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Stage 2. The cursed creature becomes obsessed
with violence. The thrill of solo battle intoxicates
them, and their demeanour toward their allies
sours as the curse grows. The cursed creature
cannot benefit from the spells or abilities of allies.
Stage 3. The cursed creature is driven to insatiable
bloodlust, unable to rest while there are enemies
to slaughter. The cursed creature cannot complete
a long rest.
Culmination. Upon failing the final escalation
check, the cursed creature twists into a deformed
figure and becomes an Avatar of Slaughter. If the
creature is a player character, they become an
NPC under the GM’s control.